Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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Your group - at least the female half of it - is almost unrecognizable as you emerge from the bathhouse, trading your dust-caked and threadbare outfits for spare clothes from your knapsacks or provided by the Laorican servants. Returning to the Laorican matriarch, you look less like a band of desert hermits and escaped slaves and more like the heroes that helped end Kalak's reign in Tyr so many months ago.

"Ah, you all looked refreshed and ready to discuss business," the lady of the house says.

She seems shocked when you begin talking so openly about defilers and wandering mages. Then she sighs.

"It would figure that my son would find himself in need of rescue by a bunch of preservers and ... heroes," she says, her apparent exasperation softened by a faint smile. "Always coming home with orphaned rasclinns and crippled urchins as a boy."

"House Laorica has a long history in the olive and spice trades. But bushels of olives, I have found, are a convenient means by which other goods can be moved in relative secrecy," she says. "In recent years we have made a healthy profit trading in various 'antiquities.' Mostly psionic in nature, but some are of ... uncertain ... provenance. I have no idea if any of them would be of interest to a wandering mage, but perhaps you can find something of use."

Rising, she beckons for the half-elf steward before leading you inside the villa. Moving aside a woven wall-hanging, she reveals a narrow stairwell leading down to the heavy, iron-bound door of a vault.

Ok, this may be your last chance to do any real trading, so make it count. The Laorican matron has a selection of psionic and magic items. She'll give the group 12,000 cp worth of items and is willing to trade for more. Assuming you trade in the unclaimed (non-consumable) items in the group stash (gems, coins, ring of mind shielding, ring of natural armor +2, +1 vicious widow's knife) that will give each of you about 8,000 cp to spend, in addition to anything you've personally stashed away. (I didn't include the orb of Jah-hoz in that because I think Grit claimed it and it just didn't get recorded. Correct me if I'm wrong).

As for items available, I'm open to about anything within reason. If you want to upgrade an existing item, I'll come up with a fluff explanation for how you manage to do it without spending the normal time required.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

did she seem interested in having the bugman look at her husband's leg? as for me, I will probably be looking for something to save us if we go down in the silt. boat token, or flying carpet or something. (how many GP is 12k cp again?)


It's the same as 12,000 gp in a normal campaign. Note, your share of the total, after trading in unused loot, amounts to 8,000 cp.

As for the withered leg, it's not really something you can heal short of a regeneration spell or power.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

i could meditate for an hour to have access to Restore Extremity if that would work? Something to do while the others bathe?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Yes Grit would like the Orb of Jah-hoz. It has very cool flavor for a druid and lets him become a Large earth elemental now and a huge one at next level. That said, to be fair to the party I'd sort of like to know what it would sell for. If too much then Grit would sell it to provide more buying power for the party. But its pretty specialized and has a pretty major drawback so I do not think it will be worth huge amounts; just not sure. I do want to mention that this is the chance to take some item to entice the wandering wizard so we might want to consider that before we spend all our cash and credit.


The Laoricans' secret vault contains a surprising variety of black market magic goods, and you waste no time picking out useful items. After a bit of haggling - and a promise from Nnn'tkklik'l to heal her husband's withered leg - the noblewoman agrees to increase her reward and take a number of unwanted items from you in trade.

In return, Grit chooses a length of finely-woven spidersilk mesh that, when held against the inside of his klar-skin cloak, appears to sink into the hide, reinforcing it against harm. Raun, meanwhile, chooses an urn of enchanted id fiend blood that is mixed in a solution and poured over her earthbreaker, staining the stone head deep black. The half-giant also picks out twisted kirre horn that, when blown, offers a level of protection to the user and those near her.

Gorkhan claims a magical whetstone that hones the Seeker's blade to unnatural sharpness, while Woki chooses an enchanted, feathered cloak. Daina finds a rod that will empower her spells while Nnn'tkklik'l chooses an amulet that offers protection against the undead and other creatures of the Gray.

After bidding farewell to the grateful nobles, you rent several rooms in an inn by the docks, close by the place you are to meet your Veiled Alliance contacts in the morning. The mages are supposed to handle securing a siltskimmer to take you in search of the Wanderer, but you have another decision to make: What to do with Orryn, the villichi girl. She has been quiet, often communing mentally with the Warden and the Seeker, but you are not sure whether to bring her with you as you continue your quest, or whether to find a safe place to leave her and perhaps return her to her sisters.

Bring the girl with, or find some place to leave her? Discuss.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

<<Is there a purpose for the villichi other than to open the way for Payne?>> Gorkhan asks. <<Can one prevent the actions of the other, or repair the damaged seals before they are fully broken? Or anything other than being of potential use to Payne...?>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Orryn, do you wish to go with us into the sea of silt? And do you think it wise to bring you?


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

<<Wise questions, both.>> echoes the 'kreen's mind, mirroring their sentiment.


The girl seems uncertain how to answer.

"I ... don't know. I remember some of the puzzles Usha showed me. I might remember more if I saw them. But I don't think she knew why they were the way they were. She just learned how to finish them, the way the other sisters taught her," she says, before sticking her chin out. "I'm not scared, though. The dark man and the others killed Usha and took Zainam. They might kill me, too, but I'm not afraid."

The Warden chimes in through the collective in response to Gorkhan's question:

<<It is possible a villichi would be able to manipulate the seals in some way, repairing them or something similar, but I'm not sure the girl would have the knowledge>> he thinks. <<I'm not sure we would have the knowledge. Even after a few centuries, the process by which the seals were maintained had become a matter of ritual, barely understood. And the two orders purposefully had little contact after that, so we know even less of their part of it. I'm afraid it is a question I cannot answer.>>


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun nods approvingly to the girl's words, even more so as they are actually spoken this time, not in her head. "I still say it your decision. You may help, if you want to come then I will help keep safe." she says imply.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit nods. I support you coming as well Orryn, if you choose it. I believe you can be of help, but I also know there will be dangers that we might not be able to shield you from. Perhaps you could tell us more of your powers and abilities to fight and protect yourself if you need to do so? This would help us decide.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki looks at the Villichi girl and nods her own head, "Pale tall-one child want join hunt for deadheart, this one not speak many words against."


Orryn looks somewhat ashamed when Grit asks about her powers.

"Well, sometimes if I'm scared or angry, things fly around. People get hurt, but when they try to hurt me, I can stop them, sometimes. And I can sometimes know what they're thinking," she says. "My uncle and Sharma always said I shouldn't do it at all, but Usha and Zainam said it was ok, I just needed to use them better."

Stat-wise, Orryn is basically a 2nd-3rd level wilder with some skill boosts from her communion with the older villichi. It sounds like there's some support for taking her with you, but let me know if that's not the case. Anything else you wish to do before leaving Balic? If not I'll move ahead to the next morning, when you meet with the alliance and your silt skimmer crew.


Deciding that Orryn is safest continuing on with the group, you settle in for the night at the Parched Inix, an inn of middling quality a short walk from Balic's docks. The food is unremarkable and the ale only passable, but the straw-stuffed beds are likely to be the best thing you sleep on for the foreseeable future.

You rise early and eat a quick breakfast or jerky and erdlu eggs before heading to a small, paved square where you are to meet your contacts. Kaerl, the gray-haired woman you met underneath the fruit seller's warehouse, arrives at the appointed hour, accompanied by a single guard. She motions for you to follow her, then heads down a series of wide stops toward the piers.

"The captain of the silt skimmer I've hired, Razick, is an old acquaintance, a tarek who fought in Balic's arena once upon a time. He's honest - for a ship's captain, anyway - with a good crew. He'll get you to the Dragon's Palate, but it will be up to you after that."

"I've asked around among the alliance and others who dabble in the arcane, and it sounds like the Wanderer was interested in exploring some old ruins on the big mountain, half a day's hike from the south shore. I've given directions to Razick, who should be able to get you near the area in a day, maybe two if you sail around any giants."

You reach the end of one of the dust-covered docks, where a large vessel is tied. Wide and flat, the keel of the boat sits even with the silt, four tall and thin wheels holding it above the dust.

A scarred and tattooed tarek drops from the rigging, smiling broadly as he clasps hands with Kaerl.

"Razick, let me introduce you to your cargo," she says, naming each of you in turn to the captain.

"As long as you've got the payment you promised, my ship is ready to sail," the tarek says, before carefully inspecting the fruits Kaerl presents. "Aye, these will put hair on your chest, I wager. Well, come on, let's get you aboard so we can cast off with the west wind."

Razick takes you below decks, where the cargo hold is largely empty. In the center, a flattened blue crystal is mounted on a wooden pedestal. Next to it is a reinforced wooden throne occupied by a bored-looking nikaal.

The skimmer creaks as the ropes are cast off and the sails raised. Just before the wind catches the sails the nikaal bends forward, eyes closed as he places his hands on either side of the crystal. You feel the craft rise ever so slightly, then begin moving away from the docks and into the open silt of the Estuary of the Forked Tongue.

Knowledge (psionics) DC 15:

The nikaal is using a floatstone, a psionically active crystal, to lift the silt skimmer and cause it to float along the top of the silt more easily.

Knowledge (psionics) DC 20:

The nikaal is using a floatstone, a psionically active crystal, to lift the silt skimmer and cause it to float along the top of the silt more easily. Watching him, you pick up enough of the technique that you think you could operate it in a pinch. If you beat DC 25, you learn to power the floatstone using half the power points normally required of an untrained user.

Feel free to make plans for how to find the Wanderer once you reach the island. You also could try talking to some of the crew, to find out what they know of the island.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

So the silt is relatively shallow then? Not really sure how this is meant to work, if giants are able to travel through it, the Raun would presumably not instantly be buried if she fell over? May be irrelevant, but figured I should ask.

Raun gets her first look at this so called sea as they are led down to the docks. She eyes the ship skeptically but keeps her mouth shut until they are ushered below to the crystal and it's attendant. She makes sure to keep a watchful eye on Orryn.

"So we going to island to find Wanderer. What if we can't convince him to take us... where we need to go." she says, very obviously not looking towards the Nikaal, but still reluctant to talk over the mental link.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Razick...I'll have to keep an eye on him than. "Thank you again for setting this up. It's a huge help." I hope we can get there before the Wanderer goes wandering. It would be a pain to chase him through some old ruins. Not to mention dangerous.

Daina gives a little start at the sight of the tarek, but has long since gotten over jumping. Quite a brutish set of people. She gives Razick a half-smile; not the usual warm smile she uses for diplomatic situations, as he seems a man who appreciates confidence and respect more than sweet talk. "It's a pleasure Razick. I'm glad we found somebody with your stalwart reputation. Let's hope you live up to it." She says with a bit of a tease. Different kinds of men need different kinds of flattery to get on their good side.

Diplomacy: 1d20 + 20 ⇒ (20) + 20 = 40 Daaaaaang

Daina pays close attention to the vessel as it's not one she's gotten the chance to examine up close before.

Knowledge (psionic): 1d20 + 18 ⇒ (11) + 18 = 29

DM:
Since Daina beat the check but doesn't have power points, can she impart this knowledge to Nnn or Gorkhan?

Daina goes around through the crew members, subtly flirting with them and asking questions about themselves and their lives and the skimmer before drifting into questions about the Wanderer. She laughs lightly and blushes a lot, playing the innocent girl not used to being this adventurous.

Diplomacy (gather info): 1d20 + 15 ⇒ (2) + 15 = 17 Blah. Can't have all good rolls I suppose.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

"Then we try to get as far away from this area as we possibly can, as fast as we can," Gorkhan says in response to Raun's question. "It'll be the end of the world after all... I'd like to live long enough to enjoy what's left of it."


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Had to go look up what tareks and nikaals were. :)

Grit re-introduces Orryn to his tygone explaining that it will guard her and that she should take it everywhere with her while we are traveling. You will even sleep with it. You can name it if you like. I have not done so yet. When I got it, it was a cub, but it is nearly grown now and deserves a name. See if you can choose one that he likes.

Grit eyes the silt with some concern. Earth you can drown in. he thinks to himself. He is quite and reserved through the greetings allowing himself to seem more of a man at arms or guard than anything else. He wonders at the floatstone but has not studied psionics enough to understand such things.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

posting on the go, will get up a more robust RP post later

psionics: 1d20 + 14 ⇒ (11) + 14 = 25


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l regards the nikaal and the floatstone for some time, as manufactured things of psionic power have been of interest to the kreen since he first visited civilization.

are we locked belowdecks?


Raun: The silt in this area varies from as little as five feet deep to more than 20 feet deep. Where it is shallow (less than 10 feet) the silt skimmer runs on its tall, thin wheels. Where it is deeper, the floatstone allows it to skim along the surface without sinking. Giants (which are about 20 feet tall) simply wade through the silt, avoiding the deepest parts.

The crew seems unimpressed by Daina's blushing ingenue routine, but the captain, Razick, is besotted. He offers her a tour of the ship - and the captain's quarters - before explaining, at length, the mechanics of the floatstone and other workings of the skimmer. You can pass the info on to Nnn'tkklik'l and others via the collective.

"Do you know, I once sailed my skimmer to the lost city of Bodach?" the tarek says, nonchalantly placing arm around Daina's shoulder. It quickly becomes apparent that he hasn't bathed recently, and Daina is reasonably sure she can make out part of his breakfast stuck to the underside of his sharply jutting jaw.

Orryn, meanwhile, appears delighted to have Grit's tigone for a protector.

"Oh, his fur is so pretty, how it goes from black to green where the stripes are," she says, wrapping the cat in a tight embrace. "And he's so soft. Maybe I should call you Mr. Fluffy. Would you like that? No, you look more like Snuggles, maybe ..."

Images of a kank being slowly torn limb from limb form in Grit's mind as the villichi girl half-drags the tigone to the guest cabin, her fingers already beginning to braid its shaggy fur.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15
DM Under a Dark Sun wrote:
It quickly becomes apparent that he hasn't bathed recently, and Daina is reasonably sure she can make out part of his breakfast stuck to the underside of his sharply jutting jaw.

Oh, fantastic. I asked for this haha.

Daina manages to stomach the man's smell; she was, after all, born into a pretty bad situation where bathing wasn't exactly common. However there's no excuse for making the conscious decision to not take care of yourself. She smiles through it and keeps along, giving a little gasp. "Bodach? Sounds like a riveting story!.."

Meanwhile she taps into the collective. <<I am going to need some serious TLC after this trip.>>


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

"Just cuz we can't get there ahead doesn't mean we shouldn't try. I'm sure we could pay enough for this ship to take us." Raun says, narrowing her brows at Gorkhan.


Däina wrote:
Oh, fantastic. I asked for this haha.

With that DC 40 roll, you could probably get him to shave with a whetstone, if you really wanted.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Hey, I'd rather have the captain enthralled than the crew mates. As long as there's not a mutiny anyways. Oh god I hope there's not a mutiny.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan shrugs. "I was being a little cynical... If the Wanderer cannot be convinced, he's pretty close to signing the death warrant for this world. Sure we can try to catch up. Heck, maybe Payne was delayed, or his villichi is delaying things, thus allowing us to prevail. That doesn't mean I'd rather be enjoying myself somewhere else."


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit smiles ruefully at the Tigone being led away and shrugs his shoulders helplessly. He advises No Orryn, this tigone is a fierce protector and needs a name that means that. Take your time and get to know him. Then I think I name will come to you.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

The minute they step onto the skimmer, Woki seems to be intrigued by the rippling dunes of silt below them. She only half-listens to the conversation as she watches the grains of fine dirt move almost like the waves of a pool, "Wanderer not help, make help. This one think Wanderer no want to lose land if beast is freed. No place to wander then."


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
Nnn'tkklik'l wrote:
are we locked belowdecks?


No, you're free to roam the ship.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l, while fascinated with the floatstone, figures it best to leave the professionals to their work, and moves abovedecks. The arid wind feels good on his carapace, the blowing sand of little consequence to him. To see the undulating waves of dirt beneath their vehicle was unlike anything he had experienced before.


Razick's silt skimmer moves just as swiftly as promised, its prow cutting through the silt as the wind stirs eddies of dust across the rippling plain. The crew are capable, seeming to anticipate the captain's barked orders before he utters them.

The sun is well on its way toward the western horizon when the mountains of the Dragon's Palate emerge from the swirling dust to the east. Swinging the craft south, Razick maintains a healthy distance from shore in order to avoid hidden ridges of stone as well as the tentacles of the silt horrors that dwell in the shallows. A few hours later he calls for the crew to lower the sails as he pilots the skimmer close the island's southern short. The dying glow of the sun paints the slopes to the north in ruddy silhouette - you can just make out a ring of ruined stones on one high ridge.

"It's half a day's climb to that ridge," the tarek says. "You can wait on the skimmer until dawn, or I can ferry you over now. Me, I wouldn't want to make that climb in the dark."

Razick scratches under one burly arm, grinning at Daina as he does.

"I'll wait for you a day and night either way, but I can't park here longer than that without drawing attention from giants and worse. If you don't make it back I'll make sure the witch girl gets back to our mutual friends in Balic. They'll look after her, I'm sure - Kaerl's a soft one that way."

As if hearing herself mentioned, Orryn emerges on deck accompanied by Grit's tigone. She puts a hand on the beast's flank, as if reassuring both it and herself.

"We'll be okay until you get back. The ship's cook said I could help prepare dinner and Ral can have the scraps from the erdlu he's chopping up for stew," she says, looking up shyly at Grit. "I named him Ral 'cause his fur is green like the little moon." She giggles. "I guess that makes you Guthay, since you're kind of orange like the fat moon."

Do you want to wait until morning or ahead ashore in the dark? As usual, note any special preparations as you head up the mountain.


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina looks out at the slopes, then turns back to Razick with a coy smile as she tucks her hair behind her ears. "I do hope you don't leave without us. I wouldn't be able to give you your reward for the safe travels if you did." She looks back up at the slope. <<What does everybody think? It may be more dangerous now, but it would give us more time as well.>>


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Ral. Grit says approvingly. A fine name Orryn. It suits him, and I can tell he likes it.

<<I see well in the dark and all I have done this day is rest. >>


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

<<I too could go now. Less heat, more predators though. Both deadly.>>


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

<<Got magic stone, gives enough light.>> Raun murmurs as she emerges from below, stretching after the long, boring ride. She'd dozed a little during the journey anyway. She'd tried coming up top to get some air, but seemed uncomfortable looking at the strange thick surface of the silt. "Lets go."


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

<<Unless either Woki or Gorkhan has a serious objection, I say that's good enough to move forward.>> Daina nods. "We'll head out now. Best not to waste any moonlight since we're on a schedule." She gives one last smile to the captain, with just a hint of pleading eyes. Then she shoulders her pack and starts moving to find their quarry.

I'm hoping that if things go badly Daina may have convinced the good captain to stick around for just a bit longer; I mean, what is there to live for if not for a pretty girl?


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

<<Indeed. I dislike remaining sedentary. Movement and travel are preferred. The sooner the better.>>


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki shrugs her little shoulders at either option. <<Light, dark, no matter. Spirits guide the way.>> The halfling mutters a sing-song prayer to the spirits as several floating orbs of light blink into existence around her. She twirls her index finger as the orbs start to spin about in similar fashion.


"Alright, if you wanna go climbing mountains in the dark, I won't stop you," Razick says, before winking at Daina. "Just don't get lost, or fall off a cliff and wreck that pretty face."

A few orders send the crew scurrying to their positions. Keeping the sail stowed, they use long poles to bring the skimmer close enough to short for Raun to drop down into the waist-deep silt and help ferry the rest of the group to shore. Orryn waves, her pale skin glowing in the night as the skimmer withdraws to a safe distance, leaving you to your task.

The light from the twin moons is dim from the dust in the air so near the Sea of Silt, and your magical lights take on an eerie green cast, casting strange shadows that make it difficult to pick out a path up the slopes ahead. Eventually you manage to locate a switchback trail that appears to lead up the mountain and begin your ascent.

A few hundred feet up, the weathered stone of the mountain is littered with outcroppings of quartz and other crystals that reflect your light - Razick had mentioned this area, which sailors use as a landmark during the day, when the crystals flash in the sun. The ruins the Wanderer sought should be only about a hundred feet above you now.

Perception rolls:

Grit: 1d20 + 16 ⇒ (3) + 16 = 19
Gorkhan: 1d20 + 18 ⇒ (15) + 18 = 33
Raun: 1d20 + 12 ⇒ (7) + 12 = 19
Woki: 1d20 + 17 ⇒ (11) + 17 = 28
Daina: 1d20 + 14 ⇒ (2) + 14 = 16
Nnn: 1d20 + 18 ⇒ (18) + 18 = 36

Distracted by the sparkling rocks, Raun and Grit howl in surprise as they stumble into a fine net of webbing hanging across the path. The strands are sharp as diamond, slicing through unprotected flesh like a well-honed knife. Both the druid and the half-giant are able to pull free before becoming caught up in the web, but they hear another howl from behind as Daina stumbles into a second web on the left side of the path and is quickly entangled. Raun takes no damage due to DR. Grit takes 4 damage. Daina takes 8 damage and is entangled. DC 18 to escape, you'll take more damage if you fail.
Knowledge (nature) DC 16:

The webs appear to be those woven by crystal spiders, psionic predators that can use their glass-like carapaces to focus the rays of the sun.

As Daina's scream echoes, you hear a scuttling sound from the ridge above you.

~~~~~~~~oo~~~~~~~~

Grit, Gorkhan, Nnn and Daina won initiative and may take a full round of actions before the enemy acts.

Updated Map

Combat Round 1

Initiative:

Crystal spiders: 1d20 + 7 ⇒ (2) + 7 = 9
Grit: 1d20 + 3 ⇒ (6) + 3 = 9
Gorkhan: 1d20 + 11 ⇒ (10) + 11 = 21
Raun: 1d20 + 7 ⇒ (1) + 7 = 8
Nnn'tkklik'l: 1d20 + 3 ⇒ (19) + 3 = 22
Däina: 1d20 + 9 ⇒ (2) + 9 = 11
Woki: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative Group 1: Däina, Nnn'tkklik'l, Gorkhan, Grit, Raun, Woki

Initiative Group 2: Scuttling things

Various dice rolls:

Grit Reflex save vs. web: 1d20 + 9 ⇒ (19) + 9 = 28
Raun Reflex save vs. web: 1d20 + 9 ⇒ (11) + 9 = 20
Daina Reflex save vs. web: 1d20 + 9 ⇒ (8) + 9 = 17
Web damage: 2d6 ⇒ (5, 3) = 8


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Daina screams at the sudden, unexpected pain, but the scuttling sound brings her back to her senses. Calm yourself, you may have already caused too much trouble. She breathes deep then slips between dimensions to escape the sharp webbing.

<<I think we're dealing with crystal spiders, psionic predators that are more powerful in the daylight. I'm glad we went in at night.>> She raises a hand towards the scuttling sound "Ixen niarhaanin!" A firestream shoots up the center of the ridges, half to scare off or hurt the spiders and half to light up the area with fire.

Fire Damage: 2d6 ⇒ (5, 5) = 10 Reflex DC 24 for half damage if it hits them.

Auto pass knowledge nature check. Using dimensional slide to escape the webbing.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l wraps the clutch in protective psionic covering.

everyone gets 25 temp HP


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gorkhan activates his stalker's mask in order to see in the darkness and, he hoped, better view the enemy.

Activate darkvision


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Before leaving the ship Grit casts Frostbite on both himself and his tigone. Ral, guard. he says, pointing to Orryn. The cat is not happy to be left on the ship and calls out his frustration as the group leaves, but in the end is obedient. He further shows his displeasure by growling at anyone who approaches too close to Orryn, even in a friendly manner.

As he walks into the crystal webs Grit steps back and casts Barkskin on himself. When he hears the approaching spiders he draws his scimitar and moves to stand in front of the wizard defensively.

Knowledge Nature: 1d20 + 11 ⇒ (17) + 11 = 28

Spells up:

Frostbite - 9 touches
Barkskin - 90 minutes.


I forgot to mention: 10-foot squares on the map (I've fixed Grit so he's smaller - wasn't sure what form he would be in). The gray lines are webs.

High-pitched chittering erupts from the ridge as Daina blinks to the south then lights up the ridge with a stream of fire. The spell's range is too short to cause any damage, but it illuminates the horde of kank-sized crystal spiders that come skittering over the ridge and from the trail on either side. Most race forward, eager to attack, but a few halt on high ground.

Seconds later, the light from Raun's crystal torch seems to flare, briefly illuminating the nearby area with the brightness of daylight. Two of the spiders raise their forelegs in a way that seems to catch and focus the light into fiery rays that flash out at Raun and Grit, scorching their skin but not blinding them. Raun loses 7 temp hp to fire damage, Grit loses 10.

Knowledge (psionics) DC 16:

One of the crystal spiders used control light to create a burst of bright light that the other two spiders used to power fiery rays.

~~~~~~~~oo~~~~~~~~

You're up!

Updated Map

Combat Round 2

Initiative Group 1: Däina, Nnn'tkklik'l, Raun, Gorkhan, Grit, Woki

Initiative Group 2: Crystal spiders

Various dice rolls:

Ranged touch light ray vs. Raun: 1d20 + 11 ⇒ (5) + 11 = 163d6 ⇒ (1, 3, 3) = 7
Raun Reflex save vs. blindness: 1d20 + 6 ⇒ (17) + 6 = 23
Ranged touch light ray vs. Grit: 1d20 + 11 ⇒ (11) + 11 = 223d6 ⇒ (1, 5, 4) = 10
Grit Reflex save vs. blindness: 1d20 + 7 ⇒ (11) + 7 = 18


Female Half Elf Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Hmm, not much I can do about that. Daina lets the spell fall and casts another. "Jennu ixen buatleb!" A great flaming sphere appears underneath the one to the far northeast.

Fire Damage: 6d6 ⇒ (5, 6, 2, 4, 2, 5) = 24

DC 25 negates, on failed save they catch on fire, except the DC to extinguish the flames is also 25.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

psionics: 1d20 + 14 ⇒ (3) + 14 = 17

<<These ones can use light to power fire rays. Two used bright light to shoot fire.>>

He projects a worrisome image of the creatures bunched together, one light powering many beams.

Nnn attempts to pull the right-most spider into the collective.


Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Round 1
hp 62/62

Standard Action: Cast ball lightning on two closest spiders.

Woki calls to the spirits to gift these spiders with a different kind of light as twin orbs of pure electricity coalesce over two of them. Sparks and lines of energy streak out as the orbs hover over their targets.

Ball Lightning, Orb 1 (Reflex DC 19 negates): 3d6 + 1 ⇒ (1, 6, 1) + 1 = 9
Ball Lightning, Orb 2 (Reflex DC 19 negates): 3d6 + 1 ⇒ (5, 2, 5) + 1 = 13


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit stands his ground, moving to the left of Daina and calls down lightning from the sky to strike at the closest spider.

Call Lightning: 3d6 ⇒ (1, 3, 3) = 7 Reflex Save DC 17 for half.

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